Large Construct, Any Alignment
Armor Class 12 Natural Exo-Skeleton
Hit Points 138 (11d8 + 44)
Speed 20 ft., Swim 60 ft.
STR
20 (+5)
DEX
7 (-2)
CON
18 (+4)
INT
15 (+2)
WIS
8 (-1)
CHA
2 (-4)
Skills Intimidation +15, Nature +8, Survival +10
Damage Vulnerabilities Psychic
Damage Resistances Fire
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft., Tremorsense 30ft., Passive Perception 10
Languages Learns the languages of its creator if it is built with a sapient form.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Berserk. Whenever the aquatitan starts its turn with 40 hit points or fewer, roll a d6. On a 6, the aquatitan goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the aquatitan attacks an object, with preference for an object smaller than itself. Once the aquatitan goes berserk, it continues to do so until it is destroyed or regains all its hit points.

The aquatitan's creator, if within 60 feet of the berserk aquatitan, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

Aversion of Ligntning. If the aquatitan takes lightning damage, it has a disadvantage on attack rolls and ability checks until the end of its next turn.

Immutable Form. The aquatitan is immune to any spell or effect that would alter its form.

Amphibious. The aquatitan can breathe air and water.

Watery Advantage. While submerged in liquid, the aquatitan has advantage on attack rolls.

Magic Resistance. The aquatitan has advantage on saving throws against spells and other magical effects.

Magic Weapons. The aquatitan's weapon attacks are magical.

Mucous Cloud. While underwater, the aquatitan is surrounded by transformative mucus. A creature that touches the aquatitan or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

Actions

Multiattack. The aquatitan makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Drown. The aquatitan may choose to grapple and drag another creature to the nearest body of water, when doing so the aquatitan makes their first grapple Athletics (Strength) check with disadvantage, if they win the Grapple contest the targeted creature is Grappled and Drowned (or Strangled). If successful, the suffocating creature may attempt to break the Grapple on its turn, ending the drowning.

Description

The Aquatitan is a variant of the flesh golem, using the various parts of ancient sea beasts as opposed to their cousin species who use the parts of deceased humanoids. Many of these golems are built with animalistic forms that reduce their intelligence to improve obedience. The closer the body structure is to a sapient, the more intelligent the aquatitan becomes.  

Previous Versions

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5/11/2024 9:47:58 AM
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